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===HEAVY=== *'''Renegade Support Squad:''' 3 renegade Weapons Teams, typical Heavy Weapons Teams. Use as you would the Astra Militarum Equivalents, but upgrade the BS. They can be bought Covenants. Take 6 Autocannons or 6 Lascannons with a Covenant of Tzeentch as an improv AA unit. Better yet, throw them into a Fortification with an Ammo Dump for some extra rerolls and survivability. Don't forget that Renegades can take Heavy Stubber teams as well as the usual options, which are cheap as chips and only slightly less effective against MEQ than heavy bolters, especially if you decide not to upgrade their BS to 3. Heavy Stubber teams are also easily the most visually interesting option, with the Forgeworld model having a sweet MG-42 wannabe fired from the human bipod position, and just about any historical machine gun making a good stand-in, use Bren guns, Maxims, Brownings, even old school Gatlings. If you're considering taking lascannons though take a good look down at the Rapier batteries, for less points you get twin-linked and ordnance at the cost of only slightly shorter range. *'''[[Leman Russ Battle Tank|Leman Russ]] Tank Squadron:''' Leman. Fucking. Russ. It's a big tank. You get the BS2 version as the Imperial Guard but even cheaper! But still it holds the proud title of best tank in the galaxy for its size and cost. Side effects include: Templates, lots of dice, lots of AV, lots of choices. In 6th edition, Leman Russ lost "Lumbering Behemoth" rule, and became a Heavy vehicle, instead. This means that you are limited to only 6 inches of movement. However, you can fire all your non-ordnance weapons at the same turn, as if you haven't moved, meaning that non-ordnance Russes (Exterminator, Punisher, Eradicator, Vanquisher) are made even more rapetastic at slight disadvantage of Ordnance ones (Battle Tank, Demolisher). Remember this, and kit out your tanks accordingly. **'''Leman Russ Battle Tank:''' Though it comes in many flavors, the basic tank is reasonably useful. With its S8 AP3 72" gun and thick armor, it is good against anything for decent points, very much a multi-tool. Other variants do specialist roles better. **'''Leman Russ Exterminator:''' Armed with a 4 shot twin-linked Autocannon means this thing is death incarnate for 4+ armour and light vehicles. Kit it with 3 extra Heavy Bolters for beautiful infantry shredding. While twice the points and not as long-ranged as a Hydra, it's got better front and side armor and isn't hindered by the lack of the Interceptor special rule (so it can shoot at things on the ground, where majority of enemy forces usually are). It doesn't have Skyfire or a Targeting Computer, so it may be lacking in roles usually occupied by Hydra, but you will still put a big dent on anything you do end up hitting. **'''Leman Russ Vanquisher:''' An "Armorbane" Cannon with a devastating range. Thus a bit costly for 1 shot at BS2. Not very useful really considering the amount of melta you should already have, if you use it primarily against vehicles. Give it a Lascannon as well as Plasma Sponson - and you get a unit perfectly fit to fight against Heavy Infantry. Also don't forget the co-axial heavy stubber for greater dedicated anti tank reliability. **'''Leman Russ Eradicator:''' Kind of a Hellhound that hits worse, is slower but better armored. Has a weaker version of Battle Cannon that eats your enemies' cover saves. Consider for Cities of Death games or when fighting cover-camping Tau/Eldar/Guard. Equiped with Plasma Cannon Sponsons it can tackle anything short of heavy armor and fliers, very versatile. **'''Leman Russ Demolisher:''' For +15 pts. to the basic Russ you get a cannon that lays waste of everything on the battlefield and immunity vs S4 melee units - though sometimes 24" is too close to the enemy. The Demolisher is tried and true, and should ALWAYS lead the armored charge into the enemy. Works great alone, works even better in threes. You don't really need to upgrade it, since fucking '''DEMOLISHER CANNON''' - (a heavy stubber or heavy flamer sponsons to taste is nice to help protect against weapon destroyed) - doesn't get much assistance from other weapons, but being able to finish off the scattered survivors by hail of <s>ill-aimed</s> gunfire can also be useful. **'''Leman Russ Punisher:''' Shares the cons but only few of the pros with the Demolisher (it does keep the additional back armor, which helps). Heavy 20 may sound cool, but with BS2 you end up with 7 S5 hits on average with no AP (making it difficult to even glance vehicles to death, but why would you target vehicles anyway?). Everything except Grots is butchered better with the cheaper and better ranged Battle Tank. However, unlike most Russes, it gets better if you sink the points in it: Kit one out with a full triple Heavy Bolter set and a Heavy Stubber, at which point the machine will reduce anything to dust. Take 3 and find a way to get Divination into your army for added hilarity. **'''Leman Russ Conqueror:''' It's kinda light version of Leman Russ Battle Tank - Conqueror turret cannon comes with less range and less blast radius , but it is heavy and have in-built co-axial storm bolter to boost accuracy in the short range firefights. And unlike regular Lemans it's not heavy,but is fast, meaning it is not slow as hell. Overall not a too good choice, unless you have a lot of BLoS terrain pieces in the table. Though, due to its speed and non-ordnance nature of main gun it totally rick in Cities of Death missions, where regular Ruses tend to stuck in deployment zones doing nothing. Squads to full-size Ork Mobs every turn, and will stop 'Nidzilla in it's tracks through sheer dice output. Well, that or you'll be killed by the enemies anti-tank and waste 250 points on something the rest of your army should be doing anyway. Also, by far the coolest looking Russ. Can also be a fun choice against fliers, if much less cost-effective than the Hydra or Fortifications' Emplacements. *** alternate view, to little more than 100 points, you have a fast vehicle capable of carrying heavy bolters,multi melta and plansma cannon on the sides of enemy lines and out of coverage, depending on the sponson may act as a fast "punisher" or "executioner" , in both cases remains less effective than the original versions. *** tips:it remains one of the few fast things in this army, can be usefull to accopany chaos spawn as support and cut enemy LOS, he can also contest enemy objective the lastest rouds....if still alive(not easy for a vehicle theese days) ***'''note''': many people make mistakes, but in agreement with IA: SOW conqueror cannon is S8 AP3 small blast 48 ", many people use/believe in old or wrong profile (often represented by AP4 or S7 small blast) **'''Leman Russ Annihilator:''' Another "non-heavy" Leman - this time with twin-lascannon turret. Just like his Predator namesake tend to be overpriced for what it do. **'''Leman Russ Executioner:''' Basically has 3 plasma cannons, give it another 2 plasma cannons for 30 points and DESTROY anything that moves. This tank is the bane of terminators, but if you just want to kill marines, the standard Russ is a better option. Also watch out for gets hot rolls-it can kill itself. *'''Renegade Rapier Laser Destroyer Battery''' - 1-3 Rapiers. Disgustingly good. 20 PPM (23 with an extra crew man) for a BS 2 TL str 9 ap 1 ordnance gun, at T7 with a 3+, and for a mere 10 points the whole unit can be upgraded to BS3. 3 of them can happily rip a land raider apart, no sweat. Now according to new draft FAQ Ordnance can Snap Shoot, so some nice AA from this unit. *'''Renegade Heavy Ordnance Battery:''' 1-3 emplacements, armed with an Earthshaker cannon this thing can become a great pain in the ass if well hidden. Can be upgraded to Medusa Siege Guns or Breacher Shells. *'''Renegade Artillery battery:''' take 1-3 of the following in any combination: **'''[[Basilisk]]:''' Jokingly called the penis-enlargement gun by veteran Guard Players, the Basilisk is noted for having a really big gun. This gun is also known for being long-ranged, having the option for direct or indirect fire, and having AP 3 (meaning it can kill Marines in the open, or pummel Crisis Suits). However, having the worst minimum-range requirements has the potential to often relegate the Basilisk to being a direct-fire weapon, a task the Medusa tends to do better in most cases for a marginal upgrade in cost; this said, the Basilisk's direct-fire does have a longer range than the Medusa. Unless it's apocalypse, you don't need more than 36" though, so get a Medusa, or a Leman Russ Battle Tank, which can do the same or even better job, considering that either way, you are dropping S8 AP3 Big Blast at the enemy within '72 at most. **'''[[Imperial_Ordnance_Pieces|Medusa]]:''' A pure direct-fire weapon, noted for having Strength 10 and AP 2, the Medusa is arguably the most popular form of Ordnance on account of its raw firepower. While having the same issues with accuracy most blast weapons have, whatever it hits will suffer on account of it. For those who wish to trade accuracy and flexibility for raw tank-busting firepower, the regular firing mode can be replaced with Siege Shells, turning the Medusa into a heavy tank hunter. With an AP 1 blast template, and the normal Ordnance bonus replaced by rolling 2d6 for armor penetration, the potential to kill enemy vehicles is incredible, and the threat of losing multiple vehicles to a well-placed shot does a lot to intimidating opponents into spreading their vehicles out. This said, like with the Devildog's Melta Cannon, the accuracy issues inherent with the Medusa mean it tends to work best in support of, rather than being the primary source, of ranged anti-tank. *'''Renegade Field Artillery Battery:''' 1-4 Heavy Quad Launchers or Heavy Mortars, but cheaper than their Imperial counterparts. The quad launchers are an amazing alternative to the Wyvern and far more difficult to kill (T7 3+ with up to 5 crew each). A whole squad of 4 quad launchers with max crew and BS3 is only 154 points. *'''Renegade Strike Battery:''' 1-5 of the following in any combination: **'''[[Imperial_Ordnance_Pieces|Griffon]]:''' The cheapest artillery-piece the Guard get, the Griffon is also the most accurate on most accounts; the ability to reroll Scatter Dice is a handy ability in most cases. Like the Colossus, the Griffon is unable to fire directly, yet its shorter minimum range makes it more usable against rapidly advancing armies. Should a player wish to take a Griffon (or a pair of them, which isn't as point-intensive as squadding other artillery), they work as part of a handy one-two combo for finishing off infantry from a destroyed transport, or in support of Hellhound-equivalents being used to Tank-shock enemy infantry into clustered formations. **'''Wyvern''' - the king of blob-templates in here for even more massacre, for it is even cheaper! Lower BS? Like it cares! A full squad of 5 of these is only 275 points, pumping out a lovely 20 twin-linked, barrage, shred, ignores cover, blasts. *'''Renegade [[Hydra Flak Tank]] Battery:''' 1-3 hydras. Since the coming of 6th edition, Hydra became both very useful and useless at the same time. Increase in staying power of the fliers, Hydras are recommended to scare off those who try to exploit their new capabilities, since targeting computer rules still apply, making them an effective counter. Skyfire makes you snap-fire ground-targets, but you can still use it for it's intended role - destroying Skimmers, Jetbikes, and fliers. Or you can take an Aegis Defense Line or Bastion with Quad Gun/Icarus Lascannon instead, and get more range and firepower. Also you should notice that without interceptor rule Hydras cannot, well, intercept fliers. When a Necron croissant Fleet blast all your Hydras on turn two, you would realize, that Interceptor rule is ''REALLY'' a must for Ground-to-Air tank. However for 75 points, you really can't complain too much (not that you shouldn't, lack of interceptor IS bullshit). Jink Saves are annoying, you get to counter them, or Intercept. This is implied to be relevant to a thing called "Balance". So pick one. *'''Renegade Bombard Battery :''' 1-3 [[Imperial_Ordnance_Pieces|Colossus]]. Games Workshop has a checkered history when it comes to Marine-Killer weapons. Their emphasis on certain units being designed for killing Marines in the open, has lead to horridly inflexible units like Vespids, Flash Gitz, Thousand Sons, and now the Colossus. At first glance, the Colossus looks like a fun gun. With the ability to ignore cover, and Marine Power Armor saves, it will utterly devastate Marines should it land properly. On the other hand, having a wide minimum range and the inability to fire directly means the Colossus falters against a lot of Marine Armies. With the exception of some foot-slogging Space Wolf armies, many Marine armies are very fast, and noted either for operating as a mechanized army, fighting by Drop Pods, speeding forth towards your lines on Bikes, deepstriking in by Jump Packs, or otherwise excelling at fighting at short range. While the Colossus can be used for indirect-combat if kept isolated from the rest of the battleline with an infantry unit or two to watch over it, it isn't too popular in tournament armies for this reason. It is ironically, more likely to be well suited to blasting Chaos Space Marines than loyalists as the Chaos Space Marines have no cost effective drop pod equivalents (dread claws being costly and overpriced) and having a larger number of 3+ save models.
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